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Question by infinitypbr · Dec 30, 2012 at 09:12 PM · force

How to limit "Force" speed (cumulative) without limiting Force

I have a jet-pack of sorts. It uses, without gravity, positive and negative "Force" to move the character up/down. However, Force is cumulative so over time they increase speed.

Is it possible to limit the speed without decreasing the force? I don't know how (I'm sure it's possible) to do the math to dynamically change force based on speed, but it seems easier to simply "cap" the speed, even if force is trying to push faster.

(I realize I can do this with simply using transform.position.y based on the amount the player is pushing up/down on the joystick, but the fluid feeling of using force is much more exciting)

The code I use: (moveY is between -100 and 100, depending on the joystick position)

 rigidbody.AddForce (0, (moveY * 4), 0);
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Answer by TomPendergrass · Dec 30, 2012 at 09:28 PM

You can use Mathf.Clamp on the rigidbody.velocity values after the force is applied to determine speed caps.

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Answer by infinitypbr · Dec 30, 2012 at 09:38 PM

 rigidbody.AddForce (0, (moveY * 4), 0);
 rigidbody.velocity = Vector3(0, Mathf.Clamp(rigidbody.velocity.y, -600, maxVerSpeed), 0);
 // I've set maxVerSpeed to 600, but want to allow for "boost" power ups etc, which will increase the maxVerSpeed for a short moment when the boost is used.
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avatar image TomPendergrass · Dec 30, 2012 at 09:44 PM 0
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When your character scores a boost object, change your maxVerSpeed variable maxVerSpeed += boostAmount; be sure to set that back that variable to it's original limit after the boost wears off!

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